Results 70 comments of TEDERIs

> > My opinion is we should restream grass and shadows somehow at each change in the buildings. > > It causes performance degradation when you have significant amount of...

There are still problems with the rotation(it doesn't match the rotation that objects created via createObject have). I believe that this is an important point because most of the players...

The `mode` argument is debatable. Maybe it's better to replace it with `, bool blocking = false` argument? What do you think?

> I feel draw functions shouldn't manage model loading. Using this draw function with blocking mode is totally wrong, it causes FPS drops. Async mode is bad too, it causes...

> Are the rendering issues (models becoming invisible at certain view-angles for example) fixed in this PR? Of course. This PR is written from scratch keeping in mind all problems...

> > `engineLoadModel` is good but the fact is there is no way to preserve a model in memory without a refs count increment. I'm not sure if preserving a...

> Hey, any updates on this? Yes, I aggregated all suggestions so that the final PR will contain the following: **dxDrawModel3D** function that works with preloaded only models (or **CClientDFF**...

> Though, by using SA naming, `engineStreamingRequestModel` and `engineStreamingRemoveModel` (Or `Unload`?) might be more suitable?|, not sure, might be confusing, as in reality we're just adding/removing refs. I'm worried people...

> How will it work with addRef = false and addRef = true ? The better name for this argument is "retain". It increments the ref count for the specific...

> "the next frame" I remember gta uses some sort of multi threading for file loading. Does gta guarantee that the model will be loaded exactly on the next frame?...